- AREXP-310·All loadouts available when creating new group in deployment menucreated issueabout 6 hours agoi3d
- AREXP-309·Reserves group map icon doesn't list group memberscreated issueabout 9 hours agoi3d
- about 9 hours ago
Currently, this report should be mainly considered a report on that the soviet ammunition supply point sometimes shows just 1100 supplies capacity and the US one sometimes shows 1000 supply capacity when they're built next to other supply storages like the command post, even though they actually store the expected 2100 supplies. I can't edit the original post anymore since it was changed to awaiting internal testing.
^ Pic 1: 2 ammo supply points, one near the command post and 1 away from it
^ Pic 2: the ammo supply point nex to the command post showing 1000 capacity
^ Pic 3: the other ammo supply point away from other compositions showing 2100 capacity
- about 10 hours ago
So my initial testing was on a local hosted HQC mode with the MOB located at Crag Point near Corsair's Cove (south-east) with lots of uneven terrain, and with one of each compositions it did actually lead to the base having a maximum of 8300 supplies, but testing it again now at other MOB locations, it does come out to 9300, meaning there was 1000 lost in the arsenal somehow (perhaps because of the uneven terrain? or because everything had to be crammed in tight and supply points started merging?). Will update if I manage to reproduce this.
So in fact the limits per faction per rank, assuming 1 of each compositions. Would have to look at the default loadouts cost to judge whether it makes sense for soviets to get extra supply storage.
| US | USSR Pvt | 5100 | 5500 Cpl | 7500 | 8200 Sgt | 8300 | 9300 - i3dcommented on [AREXP-307]about 11 hours ago
But the field hospital right next to it seems to merge the supplies and shows 2700/2700 (which would be the 2100 ammo supply point + 600 field hospital)... So it does store 2100 but doesn't show it properly?
- about 11 hours ago
and yet here on HQC EU-FFM server the ammo supply point only has 1100... not sure what's going on here
- This comment has been removed.about 12 hours ago
- i3dcommented on [AREXP-308]about 15 hours ago
Spamming E until it works also isn't useful because you're likely to end up going several gears up to 2nd or 3rd and lacking your acceleration power. Perhaps holding E when in reverse or neutral should should work as a switch-to-first (kind of how holding Q switches to reverse from 1st).
- AREXP-307·Compositions supply storage disbalancecreated issue1 day agoi3d
- AREXP-302·Reconnect save loaded on new roundcreated issue2 days agoi3d
- i3dcommented on [AREXP-301]2 days ago
The time of flight delta per 100m difference is about the time difference your shell trajectory will be after you adjust your elevation (vertical aim) for the altitude difference. It's purpose on the sheet is just for knowing and calling out the splash time, you can't really do anything else with it. So if your target terrain is 100m above, an adjustment of -12 mils (as if the target as farther than it is, otherwise your shell would impact the terrain short of your target) for the 100m altitude difference at 900m distance, the round will fly 0.1 seconds longer. This is the same for all shells (though they have different ballistic charactersitics meaning different values for different shell types)
For illumination shells, you want to do the same calculation, but then adjust the fuse time to about 1-2 seconds before impact so the flare has time to illuminate and fall slowly. Generally, the automatic fuse timing is very good and you should only do adjustments to it if there is a big difference in altitude to your target.
- AREXP-298·Possibility to see enemy player role icons when in build/armavision modechanged title toPossibility to see enemy player role icons when in build/armavision mode4 days agoi3d
- i3dcommented on [AREXP-298]4 days ago
update: it appears to not be limited to commander, but anyone can see enemy roles when opening the players list when using build mode camera or even the very limited armavision
- i3dcommented on [AREXP-287]5 days ago
Appears the whole rewarding for helping unload is currently broken as it isn't working for soviet/US factions either
- AREXP-299·No message for players digging down services at bases sometimeschanged5 days agoi3d
- AREXP-299·No message for players digging down services at bases sometimeschanged title toNo message for players digging down services at bases sometimes5 days agoi3d
- AREXP-299·No message for players digging down services at bases sometimesi3dadded tag5 days ago
UI
- AREXP-299·No message for players digging down services at bases sometimescreated issue5 days agoi3d
- AREXP-298·Possibility to see enemy player role icons when in build/armavision modecreated issue5 days agoi3d
- 14 days ago
better if the unspawned bot leave from the mg if they haven't materialized in the world, so a player can use it. Or better yet, have the bots occupying machineguns be prioritized for spawning into the world so they can actually do some damage on servers with more than 20 players* doing their own thing. Right now, if the server is at least moderately populated, you can run a logi truck or roam around without really fearing the prepaced FIA machineguns since they are unlikely to spawn.
* AIs only spawn near players, so the more players there are, and the more spread out they are, the more likely you are to run into this issue of AI teams not spawning in.
- i3dcommented on [AREXP-248]14 days ago
Looks like it's because the equipment box does not change it's faction when the base is captured (it still belongs to FIA and offers FIA equipment, in the video when you hover over the map, you can see it's called Map (FIA)), so it's like giving the intel to the enemy's arsenal: no points scored.
There are many of these boxes that don't change faction affiliation, and some of the least noticable are the boxes with repair wrenches and fuel, because these items are no different between teams, but you still won't score points if you give intel to a vehicle depot built by the enemy, even if you control the base.
- AREXP-249·Soviet Field Hospital supply storage: missing translation (or wrong string for translation)changed title toSoviet Field Hospital supply storage: missing translation (or wrong string for translation)14 days agoi3d
- AREXP-249·Soviet Field Hospital supply storage: missing translation (or wrong string for translation)created issue14 days agoi3d
- i3dcommented on [AREXP-224]19 days ago
I'm going to guess this may be related to other software you may have for remapping controller buttons and such. Ideally, if at all possible, try to run the game on a fresh Windows install (maybe on another computer or even a VM) and see if you still have the issue.
I have access to both XBOX and DualSense controllers and they've always been recognised correctly in the game, whether it's through a 2.4GHz dongle or a bluetooth adapter.
- i3dcommented on [AREXP-228]19 days ago
Control Points' purple color only affects the codename for the other factions. I believe it's supposed to be this way for FIA too, only they don't get codenames yet
- i3dcommented on [AREXP-185]25 days ago
Notably, if it wont say there's enemy in the area, it will take a particularly (maybe even unreasonably) paranoid player to use the flying camera to search every room or bush to even see if there's anyone there, so stealthy approaches to ambush troops at base will still be possible. And while one won't be able to stop the other team from placing blueprints, building them up with a shovel still leaves players vulnerable to an attack.
I support removing the magical fairy that stops players from using the build menu, even if (enemy) players & vehicles remain visible in buildmode.
- i3dcommented on [AREXP-169]27 days ago
Point 3 ("You do not have the rights to open the interface") appears to be related to reconnecting to your character still alive after being kicked for connection time out or internal error (or any other reason where your character remains in the world for 60s). If you disconnect voluntarily, or reconnect long enough after the character despawns and you're taken to the deployment menu, you will have build access and such.
If the bug occurs and you cannot enter build/armavision/etc, you can respawn and it'll all work again. Similarly, you can also reconnect voluntarily to have your character despawn, and you go to depoyment when reconnected.
- 30 days ago
This was already implemented. The last radio relay station at a base cannot be dismantled unless there's a dismantle base order in place at that base. It works fine from what I've seen on Conflict HQC, I haven't tested it on Conflict Legacy though.
There is a problem with the pre-placed radio relay stations on Control Points (purple objectives), where they can be dismantled by anyone at any time (your own team, the FIA, the enemy team, doesn't matter if they're capturing the objective or not). See AREXP-65.
Right now the best strategy is to replace the pre-built FIA relay with one of your faction as soon as you capture a purple objective, then it will be protected by the anti-griefing script.
- about 1 month ago
Not entirely sure if this is related, but the other day when I was getting big freezes when opening the map, I checked the errors log and saw this getting spammed in there everytime (I think) it froze.
This was late into the game that started with the Nillers' exp playtest session. PC/Windows 11
23:39:49.795 GUI (E): SizeLayoutWidget CallsignSize: Position/Size works only when min and max anchor is the same in given direction 23:39:49.822 SCRIPT (W): SocialComponent::IsRestricted: Invalid otherPlayerID. 23:39:49.823 SCRIPT (W): SocialComponent::IsRestricted: Invalid otherPlayerID. 23:39:49.823 SCRIPT (W): SocialComponent::IsRestricted: Invalid otherPlayerID. 23:39:49.823 SCRIPT (W): SocialComponent::IsRestricted: Invalid otherPlayerID. 23:39:49.824 SCRIPT (W): SocialComponent::IsRestricted: Invalid otherPlayerID. 23:39:49.824 SCRIPT (W): SocialComponent::IsRestricted: Invalid otherPlayerID. 23:39:49.824 SCRIPT (W): SocialComponent::IsRestricted: Invalid otherPlayerID. 23:39:49.824 SCRIPT (W): SocialComponent::IsRestricted: Invalid otherPlayerID. 23:39:49.837 SCRIPT (W): SocialComponent::IsRestricted: Invalid otherPlayerID. 23:39:49.837 SCRIPT (W): SocialComponent::IsRestricted: Invalid otherPlayerID. - i3dcommented on [AREXP-141]about 1 month ago
while its not easily accessible or discoverable as the command tent sign, you can volunteer for commander at any time* by right clicking yourself in the players list (hold
P)*except when you are dead in the deploy/map screen
- i3dcommented on [AREXP-37]about 1 month ago
The encryption key on the RF-10 is now corrected since 1.7.0.24
Default tuning on 2nd channel is still inconsistent with the R-148 using 42 MHz and the RF-10 using 48 MHz on its only channel.
There is a related issue (AREXP-129) to this regarding the RF-10's frequency resolution.
- FT-68·AREXP version 1.7.0.24 still missingcreated issueabout 1 month agoi3d
- AREXP-129·RF-10 radio frequency step intervalcreated issueabout 1 month agoi3d
- FT-66·Interaction with images and videoschangedabout 1 month agoi3d
- AREXP-124·Group Menu frequency missingchanged title toGroup Menu frequency missingabout 1 month agoi3d
- AREXP-124·Group Menu frequency missingcreated issueabout 1 month agoi3d
- FT-66·Interaction with images and videoscreated issueabout 1 month agoi3d
- AREXP-123·MG NSV SSP emplacement not rank-locked in Construction Truckcreated issueabout 1 month agoi3d
- about 1 month ago
Currently it's also possible to spawn for free (in fact, even getting some supplies back) if you spawn as a scout radio operator (recon) on a base with a living quarters (your spawn will cost 44 supplies on US side because its half-cost with the quarters), and you can refund the manpack radio for a whole 50 at any arsenal box such as the ammo box in the command tent)
Obviously the base needs the initial supplies to spawn in the first place though
- FT-56·Back button should keep tab filterscreated issueabout 1 month agoi3d
- i3dcommented on [AREXP-111]about 1 month ago
Building multi-step-progress compositions is faster with more players (each does 20%, so you can build a full vehicle depot with 5 people in 1/5 of the time) (helping with the last 20% is however entirely senseless since it won't speed up anything).
As far as the changelogs go, apparently dismantling is supposed to be a 1 man task entirely now (others should have the option greyed out once someone's digging it down). Might need checking if it actually works as intended I guess.
Changed: Only one player at a time can use the dismantling user action on compositions
Changelog for version 1.7.0.13, April 2, 2026
- i3dcommented on [AREXP-72]about 1 month ago
Files still missing in 1.7.0.18
- i3dcommented on [AREXP-100]about 1 month ago
duplicate of AREXP-26
- AREXP-79·Soviet Special Forces Machine-Gunner loadout missing radiocreated issueabout 2 months agoi3d
- AREXP-72·Kolguyev radio - no audio assetscreated issueabout 2 months agoi3d
- AREXP-68·AISoundHandling + FindSignal on dedicated CLI serverscreated issueabout 2 months agoi3d
- AREXP-65·Prebuilt FIA compositions can still be dismantled at any timecreated issueabout 2 months agoi3d
- AREXP-37·RF-10 & R-148E interoperabilitycreated issueabout 2 months agoi3d
about 6 hours ago
1 day ago
2 days ago
4 days ago
5 days ago
14 days ago
19 days ago
25 days ago
27 days ago
30 days ago
about 1 month ago
about 1 month ago
about 1 month ago
about 1 month ago
about 1 month ago
about 1 month ago
about 1 month ago
about 1 month ago
about 1 month ago
about 2 months ago
about 2 months ago
about 2 months ago